Cinder Glade

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2019 (C19) Rare
Zendikar Expeditions (EXP) Mythic Rare
Battle for Zendikar (BFZ) Rare
Promo Set (000) None

Combos Browse all

Cinder Glade

Land — Mountain Forest

(: Gain or .)

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.

Browse Alters

Cinder Glade Discussion

naroom on Monastery swiftspear

1 week ago

Upvote for Kird Ape <3

Mana base could be better. Evolving Wilds could slow you down a lot.

If you have cash to burn, maybe take out those and/or the Cinder Glade s, then put in Stomping Ground s / Rootbound Crag s.

multimedia on Big Bogle || WARNING: ABSOLUTELY MASSIVE ||

1 week ago

Hey, saw you're forum topic asking for help.

You have 21 deck spots left which should all go toward lands. You have $50 left in your budget which is plenty to finish a playable manabase with some left over. I see Farseek , but there's currently not a dual land that it can search for. You could add Temple Garden , Stomping Ground and Sacred Foundry , Farseek can search for one of these Shocks lands. Another direction that's less expensive is Canopy Vista , Cinder Glade and Sacred Foundry . The Battle lands like the Shock lands can be searched for with Farseek. Of course the better option would be to include all these lands.

Here's a land package to consider for $40:

Round out the rest of the manabase with basic lands.


As far as optimizing on a budget then Argothian Enchantress and Path to Exile combine for $20 which I think I can be better used because there's plenty of less expensive alternatives especially Enchantresses. Sterling Grove for example gives you something that's better than Argothian, an enchantment tutor that also protects from target removal for all your other enchantments. Sterling is an enchantment, it has other interactions in your deck which is really good for a tutor. Path is fine, but is less needed when you have Swords to Plowshares . Sigarda's Aid gives you something that your deck doesn't have, flash for auras.

Other cards to consider adding:

Cards to consider cutting:

  • Argothian Enchantress
  • Path to Exile
  • Kodama's Reach
  • Rampant Growth
  • Cultivate
  • Faith Unbroken
  • Vow of Wildness
  • Scourge of the Nobilis
  • Boros Signet
  • Gruul Signet
  • Selesnya Signet

Because of the Enchantresses I think land auras are better here than Signets and many land ramp spells that can only get basic lands. Good luck with your deck.

multimedia on Which ramp is better? Help

2 weeks ago

As others have said already, Farhaven is a creature which is good with blink ( Cloudshift ), bounce ( Temur Sabertooth ) and draw that's specific to creatures ( Guardian Project ). There's more tutors that can tutor for a creature than for an instant and creatures are easier to recur or reanimate than other spells.

If comparing the ramp value between Farhaven and Spasm than Spasm gives you more because you get double the ramp for three mana. Both give you a basic land on the battlefield and a 1/1 creature afterwards, but the 1/1 creature from Spasm can be saced to make mana which for ramp is better than Farhaven.

If we are comparing three mana ramp creatures to other three mana spells than Wood Elves is better than both, especially if playing multicolored deck, but also if playing mono green. Wood Elves can get a Forest or a Forest dual land ( Overgrown Tomb ) and put in onto the battlefield untapped. This means the Forest or dual land can be used for mana the turn you get it which is very good. Being able to ramp with a Forest dual land ( Cinder Glade ) is much better than ramping with a basic land.

An example of why getting a Forest or Forest dual land as ramp and having it put onto the battlefield untapped is good is being able to have that one mana available for a removal spell on an opponent's turn such as Nature's Claim or be able to tutor before your next turn such as Worldly Tutor . Another example is being able to play a one drop mana dork ( Birds of Paradise ) on your turn which is more ramp. These are plays you could make with three mana Wood Elves that you couldn't do if you played either Spasm of Farhaven.

Wood Elves , Nature's Lore and Farseek are three ramp spells that can get a dual land. They can ramp and are better color fixing (two colors from the land you get). Depending on lands in your manabase these spells should replace some land ramp spells that only get basic lands.

multimedia on Korvold, the hangry kang

2 weeks ago

Hey, nice concept for a budget Korvold deck. The suggestion to add the persist combo with Grumgully is a good one.

Budget cards to consider adding:

Cards to consider cutting:

  • Cinder Marsh
  • Everglades
  • 3x Swamp
  • 2x Mountain
  • Basal Thrull
  • Blood Bairn
  • Nightshade Stinger
  • Shrapnel Blast
  • Accorder's Shield
  • Fountain of Youth
  • Phyrexian Walker
  • Desperate Gambit
  • Vial of Poison
  • Delif's Cone
  • Fling

Consider cutting Shrapnel Blast and some of the cost artifacts? I don't think Blast is good enough of a card to want to include these artifacts. Good luck with your deck.

multimedia on jodah

4 weeks ago

Hey, looks good for your first Commander deck. You haven't finished the manabase? Nice Ugin, the Spirit Dragon :)

What's the max budget for your deck? I ask because you haven't allocated yet for lands in the manabase. 35x basic lands is not going to work when you want to pay for spells. When playing five colors the manabase and the amount of color fixing you have in your deck is very important. If you don't make these things priority to focus on getting right then your deck will have a difficult time functioning when playing so many colors.

You have a good start by including the budget land ramp spells ( Cultivate , Sakura-Tribe Elder ), but you're going to want a lot more than just these spells for both ramp and more importantly for color fixing. You can build a five color manabase on a budget with basic lands using some dual lands that have interaction with basic lands, Tri lands and other budget lands.

Here's an example:


This example manabase is not ideal by any means, but it's low budget and a starting point for future upgrades. Sunken, Glade or Stream are dual lands that Farseek can search for since they're two different land types. Being able to land ramp with a dual land with Farseek makes Farseek better and helps with color fixing.

A budget manabase like this example can use color fixing from other nonland sources. Signets and other budget mana rocks that can make colored mana and ramp are options.

With Signets you can pay for the colorless mana cost with mana from any source such as a land. That mana then turns into two different colors of mana. For example if you have two Signets on the battlefield and two lands then that mana can be four different colors of mana. In this manabase example there's more green sources than others that's because green is the enabler color to help to get all the other colors with land ramp and mana dorks. There's more green than the rest because you consistently want to have green mana in the early game.

Joiner Adept lets you tap lands for any color of mana which is great color fixing when playing five colors. Chromatic Lantern is a more expensive price card that does the same thing and it's better because it also ramps. Faeburrow Elder and Paradise Druid are called mana dorks and either one can tap to make different colors of mana. Faeburrow by itself can tap to make two mana . With Jodah, Archmage Eternal on the battlefield it can make four mana . If you have Jodah and have a permanent on the battlefield that's black then Faeburrow can tap to make all five colors of mana.

Fertile Ground is an example of another source of color fixing/ramp that's different than the rest. It's an aura that enchants a land you control. When the enchanted land is tapped it makes two colors of mana; one mana that the land could produce and another mana of any color you choose.


Color fixing sources that also ramp are better than ones that don't. If you can as the saying goes "kill two birds with one stone" then it can help your deck. Including most cards that can do two different things you want are better than cards that can only do one thing you want. For example Cultivate ramps and color fixes since it can find two different basic lands. Izzet Signet taps to ramp and color fix two different colors of mana. Renegade Map only color fixes, it doesn't ramp because it only puts the land you search for into your hand not onto the battlefield and it can't tap to make mana.

Sylvan Scrying is one exception since it can tutor (search your library) for any one land and put it into your hand. That's powerful and helpful to have when you can get a land that can make any color of mana such as Command Tower or better yet Cascading Cataracts which can tap along with five other sources of mana of any colors to make all five different colors of mana. This land makes it easy to be able to make five different colors to cast spells with Jodah. Cataracts is good with ramp from mana rocks.

I have suggested a lot of cards which means if you want to include them then you'll have to make many cuts. I'm not going to give you suggestions of cuts now, but if you're interested in any of these suggestions then I offer to help to make cuts. This is the nature of building budget many colored decks in Commander; have to allocate a lot of deck spots to cards to help the manabase and to make sure your deck can function, so you can reliably cast cards. Good luck with your deck.

Tartaras on Food Chain Zacama

1 month ago

And that's completely understandable. So the Duals can be swapped for shock lands and basics without any real issue. You could also easily put a Canopy Vista and Cinder Glade in as well. The Cradle also isn't even necessary to function, as the deck ran just fine before I picked one up. The Wheel of Fortune could also be replaced pretty easily. It may still be out of your budget, but Memory Jar might serve as a good replacement. Otherwise, just running other draw spells like Thrill of Possibility , which at the time of writing isn't in the deck but really should be anyway, or perhaps Harmonize . Return of the Wildspeaker could also be another good way to draw cards.

multimedia on Korvold, Fae-Cursed King Jund EDH

1 month ago

Hey, saw your forum topic asking for help. Lots of good cards here for your first Commander deck. You have good card sense. There's a big disconnect between the number of creatures and the rest of the deck as well as only 20 lands is not enough lands.

For beginning improvements, make room to add 16 more lands. Start with adding 8-10 more basic lands. Some other budget lands to consider adding:

Cards to consider cutting to include more lands:

  • Putrid Goblin
  • Byway Courier
  • Leyline Prowler
  • Gluttonous Troll
  • Keeper of Fables
  • Rapacious Dragon
  • Syr Konrad, the Grim
  • Izoni, Thousand-Eyed
  • Thorn Mammoth
  • Siege-Gang Commander
  • Endrek Sahr, Master Breeder
  • Butcher of Malakir
  • Angrath, Captain of Chaos
  • Brass's Bounty
  • Taste of Death
  • Bake into a Pie
  • Bloodsoaked Altar

The majority of these suggested cuts are high mana cost cards which you don't need because Korvold and Prossh are the better high mana cost cards you want to play. Want to make sure you can consistently play lots of other permanents before you play Korvold.

Lands to consider cutting/upgrading:

  • Golgari Guildgate
  • Rakdos Guildgate
  • Bloodfell Caves
  • Jungle Hollow
  • Rugged Highlands

I see Dockside Extortionist which is excellent, one of the best cards with Korvold. Temur Sabertooth is a combo with Extortionist to make infinite mana via treasures which is infinite sacs and draw with Korvold.

I offer more help if you would like. Good luck with your deck.

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Cinder Glade occurrence in decks from the last year

Modern:

All decks: 0.11%

Commander / EDH:

All decks: 0.08%

RG (Gruul): 2.89%

BRG (Jund): 1.65%

RGW (Naya): 2.68%

RUG (Temur): 2.4%